Universal Kingturn RPG - (by Mangobile)

Discussion in 'iPhone and iPad Games' started by Sanuku, Apr 11, 2013.

  1. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
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    I've just copied the explanation from our web site. Let me know if you need any further details:

    Think of the spawn chance as a dice roll that determines whether a new enemy is spawned or not.
    For each enemy you defeat, the chance of spawning new enemies decreases.
    At the end of each turn the spawn chance is slightly increased again.
    In other words, the whole spawn concept simulates wounded enemy troops and their recovery over time.

    The 'Minimum Spawn (Chance)' in the Options menu determines how much you can lower the enemy spawn chance by defeating enemies.
    Let's say you've set the minimum spawn chance to 30%. Once the enemy spawn rate has reached 30% it won't get any lower, even if you defeat more enemies.
    In other words, the game gets more difficult if you increase this value.
    If you set the minimum spawn rate to 100%, you effectively switch off the spawn chance mechanism, and enemies will always be spawned to the possible maximum.
     
  2. Isilel

    Isilel Well-Known Member

    Feb 20, 2009
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    Yea, that's what I thought Niebau, but it seems to me that at 0% spawning behaved like at 100% - i.e. as long as enemy camp was free, their units would spawn to max at the end of the turn. Exactly like in Knightturn.
    At least that's how it was with default setting - I have fiddled with the setting manually, will see if this remains the case. Not that it bothers me, I was just surprised.
     
  3. DaviddesJ

    DaviddesJ Well-Known Member
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    Clearly it makes sense to use area attacks against multiple targets which could include your own units. But what we were talking about what using your basic (non-skill) attack against your own friendly unit.

    Yeah, probably. After a few scenarios I think I'm going to lose interest in this game and set it aside. I still don't mind having paid the $4.99; I hope people make more strategy RPGs; I just don't like several of the design choices in this one. Of course, that's even more reason to make sure to give my feedback.
     
  4. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    I also perceived that in some earlier scenes the enemy respawn rate appeared to consistently keep the field at capacity. I didn't even realize that respawns were handled differently until later into the core scenario; so maybe I overlooked something. Maybe the respawn mechanism that determines that actualy respawn rate is somehow favorable to the enemy in the earlier stages? Either way, those were a blast to play through.
     
  5. bigred447uk

    bigred447uk Well-Known Member

    Apr 16, 2009
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    I didn't mean my comments to sound as critical of your pov as they do reading them back. Different strokes for different folks. I guess my interest is that I like those specific design choices myself and I often worry about devs removing or changing aspects I enjoy personally.

    Of course you should leave your feedback. One inciteful critical bit of feedback is worth more than ten people posting positive stuff to the devs so they can improve their product.

    Sorry if I came off like I was being a bit defensive :)
     
  6. Isilel

    Isilel Well-Known Member

    Feb 20, 2009
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    Yep, I can confirm that 0% respawn in Game options = 100% respawn ;). It even says as much in the lower right corner of the screen when I play a scenario, I just didn't notice it previously. And of course the enemy troop strength is always max as long as they have a camp to spawn. That's in the prologue missions.
    Doesn't bother me, but it is something to note and may confuse new players.
     
  7. undeadcow

    undeadcow Well-Known Member

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    #187 undeadcow, Apr 16, 2013
    Last edited: Apr 16, 2013
    It's entertaining to be hypothetical about changes or different features sometimes; but Kingturn is great as it is. It's a miracle we have it on iOS. I'd rather the developers invest any energy into porting Kingturn Underworld or Kingturn Plus over rather than "improving" [just] Kingturn. Additional scenarios or a knockout mode would be great... but a sequel/prequel filled with unique story, different scenarios, other classes would be world class. Have I said that already? Plus, for the developer, an increasing profile of polished up to date apps would enhance visability on the App Store marketplace and "media" coverage so sales might increase exponentially.
    That definitely changes as you progress. Somehow enemy respawn rates (on default) keep the difficulty curve nice even if enemy respawns become less frequent later on.
     
  8. Isilel

    Isilel Well-Known Member

    Feb 20, 2009
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    So, what does 0% respawn actually mean? Default respawn freqency per specific mission? Because if it is not a bug, it should be called something else, IMHO. But that's a very small nit, I am loving the game. I didn't have any problem with Knightturn's 100% default respawn in the first place.
     
  9. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    #189 Sheinfell, Apr 16, 2013
    Last edited: Apr 17, 2013
    I currently have 28, at ~lvl 14, with 50 scenarios won. Remind me to post a more detailed list tomorrow when I have time. Some of them are mostly fillers, others (like my 2 Assassins) I use a lot.
    My next story scenario is "19 - The Dispute, lvl.10", but I finished all side scenarios first. Yup, even the level 15 ones ;) so my folks are a tiny little bit overpowered now...
    But it was definitely worth the extra trouble: Solving those higher level scenarios way before you are at that level was quite an interesting challenge.
     
  10. DaviddesJ

    DaviddesJ Well-Known Member
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    #190 DaviddesJ, Apr 16, 2013
    Last edited: Apr 16, 2013
    It seems clear to me and it's been explained multiple times. The value that you can set in the Options is the Minimum Respawn Rate, i.e., the actual in-game respawn rate will never fall below that minimum value. Within the game, there is an actual current respawn rate, which typically starts at or near 100% at the beginning of the scenario (regardless of settings), and falls over time (if you are killing enough enemies). So, at the beginning of the scenario, the enemy will almost always be at (or above) their maximum force, unless you block their spawn points. The actual current respawn rate (which is displayed any time you aren't viewing a particular character) is what controls the actual respawning of enemies. If the Minimum Respawn Rate is set to 0%, then eventually (if you kill enough enemies quickly enough) the actual in-game respawn rate will fall to 0%, and new enemies will stop appearing. Conversely, if the Minimum Respawn Rate is set to a higher value, then the actual in-game respawn rate will never fall below that minimum value, and there will always be some chance of new enemies appearing. If you set the Minimum Respawn Rate to 100%, then the actual in-game respawn rate will always be 100%, and new enemies will always spawn up to the enemy force maximum (unless you block their spawn points).
     
  11. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    See that Spawn Counter in the bottomright corner? It always starts at 100% .
    When you kill an enemy, it goes down. At the end of the turn it goes up a bit again.
    The setting controls how far you can lower it. I.e. at setting==100% you can never lower it (bloody challenging, I bet), at 0% you can lower it to 0 where enemies don't spawn anymore.
    At least with my playstyle, several scenarios required me to slowly inch my way forward - or even to remain mostly stationary - and duke it out with the enemy troops until I had the spawn counter lowered enough that I could press an advance.

    Note that there are several other strategies (for the military minded: is my following Wolfrider example strategy or tactics?) you can follow (e.g. rush for the enemy camp with a bunch of well-equipped Wolfriders), and mine is definitely not the only path you can follow.
     
  12. undeadcow

    undeadcow Well-Known Member

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    #192 undeadcow, Apr 16, 2013
    Last edited: Apr 16, 2013
    DavidD and SheinFall explained it well enough, I agree that the 100% respawn in Knighturn was not a problem before but the ability to amp up difficulty (beyond the challenge offered in Knighturn) and enhanced enemy AI in Kingturn might offset potentially lowered respawn rate. Also, like you point out respawn rates remain high espcially at certain times. I'd be curious to hear how you find Kingturn compares to the epic Knighturn.
    ...so setting difficulty higher than 3 - Strategies will offset respawn probability change by offering increased challenge.
    ...so enemies, although they respawn less, are actually more vile.
     
  13. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    And now that the undead bovine mentions it:
    I want to see a prequel, pretty please!
    How did Nicolette turn out the way she is? Did she visit the Andarian equivalent of Hogwarts? Home study? Same would be great for the heroine of Underworld, by the way; loved her quirky and dry humour ;)
     
  14. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    I can most definitely confirm that. The AI is much smarter here, e.g. ganging up on characters in key positions, or focusing on eliminating my Mages first.

    @niebau: Would love it if you can share some details on how you built the AI.
    Btw: Remind me to look a certain post in the "Galactic Conflict" thread up for you (and anyone else who is interested). The dev has a very unique approach to his AI, and explains it quite detailed, but still on a high level.
     
  15. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    Just now I've checked the spawn probability to make sure it is working fine.
    And indeed it seems to work as designed.

    I think there are two reasons why it is easy to get the impression the spawn concept is not working properly (especially during the first scenarios):

    1) With low level toons you need more attacks to defeat an enemy. So it is quite difficult to get the spawn chance much lower than 70% to 80%. In later scenarios you can achieve lower spawn chances much faster (e.g. 1-shot-kills).

    2) Right now, every single spawn is confirmed with a separate dice roll based on the current spawn probability. Just a simple example for clarification:
    Enemies 4 / 7 , spawn chance 80%:

    Spawn Enemy 5 ? --> dice roll 80%
    Spawn Enemy 6 ? --> dice roll 80%
    Spawn Enemy 7 ? --> dice roll 80%

    So this system works in favor of actually spawning an enemy.

    Another (and maybe better) approach would have been to use what is called a 'Shuffle Bag'. Very simplified, this is how a Shuffle Bag works: In the example above 100 possible outcomes are stored in a list (20 failures and 80 success results). For each spawn decision a random entry is then picked from the list. In other words, shuffle bags make use of conditional probabilities, so the chance of spawning 3 enemies in a row, for example, is generally lower than with the approach above.
     
  16. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    That's quite a pity. You seem to have a very keen eye for spotting weaknesses.
    And although your posts are not necessarily the best advertising for us, your comments have been very insightful so far.

    I hope you'll find your way back to the game one day, or at least join the discussion now and then.
     
  17. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    Kingturn AI

    Gladly. You can find some details about Kingturn's AI system here:

    Kingturn Artificial Intelligence
     
  18. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    Perma knockout

    Permanent Knockout is implemented already and will be published with release 2.02 (right after the bug fix release 2.01 which is still in Apple's waiting for review queue).

    Permanent Knockout can be activated via the corresponding Options button.
    No worries for those who don't like this feature ...
    All game mechanics remain the same, unless you decide to activate Permanent Knockout.

    Note for Android users: We will add this feature for the Android version as well some time afterwards.
     
  19. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    3D Kingturn

    Shifting through the Mangobile blog there's a hint at a 3D "successor" to Kingturn... that sounds interesting.
    ---------
    Wow... that's amazingly quick. Well done! Talk about a receptive developer!
     
  20. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    #200 Sheinfell, Apr 16, 2013
    Last edited: Apr 17, 2013
    Utakah?

    @niebau:
    VERY important question:
    Will Utakah return in a later scenario after he disappears, and with full previous equipment?
    Because if not, I just lost a load of good stuff, and have to replay the last scenario.

    Stuff like that is really annoying, you should put in a warning at scenario start.
    Or, even better, let them leave, but strip them of their items.

    On a sidenote:
    The higher tier special equipment drops are extremely good, love the little extra boost you get from those.
    Oh, and what does Holy damage do on some weapons? Make them better against Undead, but worse against the rest?
    Would be a nice skill for the Paladinesses, change their Sword from normal to holy.
     

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